Search found 29 matches
- Tue Apr 29, 2025 8:32 pm
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 8
- Views: 969
- Mon Nov 11, 2024 1:27 am
- Forum: Ideas and Suggestions
- Topic: Better Ship/Platform scheduling UI
- Replies: 4
- Views: 678
Better Ship/Platform scheduling UI
It would be nice if we could parameterize the planet for station settings.
I have a complicated wait condition, but if I want to set up a new wait condition for a different planet than Fulgora, I must delete the entire stanza of commands, and re-create them again with a new planet.
If you try to ...
I have a complicated wait condition, but if I want to set up a new wait condition for a different planet than Fulgora, I must delete the entire stanza of commands, and re-create them again with a new planet.
If you try to ...
- Sat Nov 09, 2024 5:36 am
- Forum: Not a bug
- Topic: Fish do not respawn
- Replies: 3
- Views: 1295
Fish do not respawn
I have been on Fulgora for about 10 hours now. I used my roboports to harvest fish on Nauvis for all fish that are in range in water(s).
After 10 hours, there are still ZERO fish within roboport range. Also the ones that are out of range, do not move in remote view.
I think fish do not respawn if ...
After 10 hours, there are still ZERO fish within roboport range. Also the ones that are out of range, do not move in remote view.
I think fish do not respawn if ...
- Fri Nov 01, 2024 4:24 pm
- Forum: Modding interface requests
- Topic: API request: Module ghost events
- Replies: 8
- Views: 969
API request: Module ghost events
At least two mod authors have brought this up.
There is currently no way to get ghosted module requests (ie: insert, replace, remove) from entities in the 2.0 API. They are asking for an event when the player remotely configures the module setup of an entity.
There is currently no way to get ghosted module requests (ie: insert, replace, remove) from entities in the 2.0 API. They are asking for an event when the player remotely configures the module setup of an entity.
- Tue Mar 05, 2024 2:28 am
- Forum: Modding help
- Topic: Save file mod syncing does not take into account mod versions
- Replies: 1
- Views: 571
Save file mod syncing does not take into account mod versions
I have two versions of a mod installed locally. If I try to synchronize my mod list to a save file, it will activate the newest version of the mod rather than the version that the save file was actually saved with.
- Sun Oct 15, 2023 7:02 am
- Forum: Logistic Train Network
- Topic: [Fixed] Game crash due to string concat issue
- Replies: 2
- Views: 1764
Re: Game crash due to string concat issue
Looks like this is no longer an issue. Sorry for not getting back to you.
- Wed Oct 04, 2023 3:44 am
- Forum: Resolved Problems and Bugs
- Topic: Factorio headless server returns 1 for a successful exit
- Replies: 2
- Views: 1808
Re: Factorio headless server returns 1 for a successful exit
It looks like this can be worked around by setting SuccessExitStatus=1, but it is a bit atypical for a Linux daemon to return 1 on a successful exit.
- Tue Oct 03, 2023 7:18 pm
- Forum: Resolved Problems and Bugs
- Topic: Factorio headless server returns 1 for a successful exit
- Replies: 2
- Views: 1808
Factorio headless server returns 1 for a successful exit
Pressing Ctrl-C or sending SIGINT to the factorio headless server returns a 1 instead of 0 for a successful exit.
This makes systemd think that the process failed when this is not the case. My current unit file is below:
[Unit]
Description=Factorio Headless Server
[Service]
Type=simple ...
This makes systemd think that the process failed when this is not the case. My current unit file is below:
[Unit]
Description=Factorio Headless Server
[Service]
Type=simple ...
- Tue Oct 03, 2023 7:16 pm
- Forum: Technical Help
- Topic: Nagios check for headless server
- Replies: 2
- Views: 1051
Re: Nagios check for headless server
I think this could be implemented via RCON: https://pypi.org/project/rcon/
- Thu Apr 06, 2023 8:22 pm
- Forum: Technical Help
- Topic: Nagios check for headless server
- Replies: 2
- Views: 1051
Nagios check for headless server
Does anyone know of a method to check for the Factorio Headless server being reachable and online? There are various checks for Minecraft, to see how many players online, looking for something like that.
- Thu Mar 18, 2021 1:07 pm
- Forum: Logistic Train Network
- Topic: [Fixed] Game crash due to string concat issue
- Replies: 2
- Views: 1764
[Fixed] Game crash due to string concat issue
When you connect the roboport with green wire to the power pole, the game will crash.
0eNq9mslu8zYQx9+FZysQd8mHHto+QA+9FYEh24xNVItBUekXBH73UpbjdWhrFCAXw9byE2c4858h5U+yLDuzc7b2ZP5J7KqpWzL/55O0dlMXZX/Mf+wMmZN363wXjsxIXVT9geGK5E+ynxFbr80vMqf71xkxtbfemgFz ...
0eNq9mslu8zYQx9+FZysQd8mHHto+QA+9FYEh24xNVItBUekXBH73UpbjdWhrFCAXw9byE2c4858h5U+yLDuzc7b2ZP5J7KqpWzL/55O0dlMXZX/Mf+wMmZN363wXjsxIXVT9geGK5E+ynxFbr80vMqf71xkxtbfemgFz ...
- Thu Mar 11, 2021 4:28 am
- Forum: Ideas and Suggestions
- Topic: Fill deconstruction planner via blueprint
- Replies: 0
- Views: 931
Fill deconstruction planner via blueprint
TL;DR
Let user pick up a blueprint, then shift-click on an empty deconstruction planner to fill it's whitelist with any entity found in said blueprint.
Why ?
You want to remove the walls surrounding your base, but not anything you put there manually (like rails/gates) and install a new/better ...
Let user pick up a blueprint, then shift-click on an empty deconstruction planner to fill it's whitelist with any entity found in said blueprint.
Why ?
You want to remove the walls surrounding your base, but not anything you put there manually (like rails/gates) and install a new/better ...
- Thu Aug 20, 2020 5:54 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 89671
Re: [MOD 0.18] ShinyBobGFX
Could you add graphics replacements for the Bob's fluid burning boilers? I believe they're called "oil-boiler" internally.
- Mon Nov 25, 2019 3:58 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 3330
Re: [0.17.64] Crash while laying massive amounts of flooring
Ok now am able to get this very consistently. The bots issue is a red herring. Even with no bots active, just click-dragging down flooring while running will crash the game.
- Thu Nov 14, 2019 12:30 am
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 3330
Re: [0.17.64] Crash while laying massive amounts of flooring
I am still getting this error with 0.17.76
- Fri Sep 06, 2019 10:54 am
- Forum: Railway Setups
- Topic: Chunk-aligned modular railway system with LTN Stations
- Replies: 132
- Views: 214265
Re: Chunk-aligned modular railway system with LTN Stations
What are the number signals with huge values in the universal provider station? (0 = -2.1billion, 1 = 1billion, 2 = 0.5billion, etc)
That combinator is not even connected to anything...
That combinator is not even connected to anything...
- Fri Aug 23, 2019 10:24 am
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 299842
Re: Provider/Requester in one stop
Basic Provider & Requester
This stop can supply/request any number of items.
To prevent timing issues (stop output is some ticks faster than the yellow combinator) it's waiting until train decoding signals are available before sending unloading signals.
2017-05-23-09-44-27-3173806.jpg
Pro ...
- Wed Aug 14, 2019 1:20 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 3330
Re: [0.17.64] Crash while laying massive amounts of flooring
Possibly. The person who was manually laying wooden floor from his inventory (helping the construction robots get done faster) in the north of the save file, stopped helping at all after the 2nd crash and it didn't crash anymore. I think maybe him laying the floorboards and the personal roboport ...
- Tue Aug 13, 2019 10:25 pm
- Forum: Duplicates
- Topic: [0.17.64] Crash while laying massive amounts of flooring
- Replies: 7
- Views: 3330
[0.17.64] Crash while laying massive amounts of flooring
This has happened twice now. One player on the multiplayer world is manually laying wooden floorboards (helping out the bots who are instructed to lay floorings). Another player is just moving some belts around.
- Wed Jul 20, 2016 9:30 pm
- Forum: Bob's mods
- Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
- Replies: 96
- Views: 62878
Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Bug maybe? Oversight?
Can't convert stone into silicon until Silicon Processing. Can't get Silicon Processing without Green Science packs. Those require mass quantities wood. Bob's Greenhouse requires glass. Glass requires silicon. Greenhouse is required to mass produce wood.
Running around ...
Can't convert stone into silicon until Silicon Processing. Can't get Silicon Processing without Green Science packs. Those require mass quantities wood. Bob's Greenhouse requires glass. Glass requires silicon. Greenhouse is required to mass produce wood.
Running around ...